void Camera::set_field_of_view(const Geometry::Angle<float> &f)
{
fov = f;
+ update_projection_matrix();
}
void Camera::set_aspect(float a)
{
aspect = a;
+ update_projection_matrix();
}
void Camera::set_depth_clip(float n, float f)
{
clip_near = n;
clip_far = f;
+ update_projection_matrix();
}
void Camera::set_frustum_axis(float x, float y)
{
frustum_x = x;
frustum_y = y;
+ update_projection_matrix();
}
void Camera::set_position(const Vector3 &p)
{
position = p;
- compute_matrix();
+ update_object_matrix();
}
void Camera::set_up_direction(const Vector3 &u)
{
up_dir = normalize(u);
-
- compute_matrix();
+ update_object_matrix();
}
void Camera::set_look_direction(const Vector3 &l)
{
look_dir = normalize(l);
-
- compute_matrix();
+ update_object_matrix();
}
void Camera::look_at(const Vector3 &p)
Vector3 Camera::project(const Vector4 &p) const
{
- float frustum_h = tan(fov/2.0f);
- float frustum_w = frustum_h*aspect;
- float z_range = clip_far-clip_near;
-
- Vector4 eye = matrix*p;
-
- return Vector3(eye.x/frustum_w/-eye.z, eye.y/frustum_h/-eye.z,
- (clip_far+clip_near)/z_range+2*clip_far*clip_near/(eye.z*z_range));
+ Vector4 r = proj_matrix*(view_matrix*p);
+ return Vector3(r)/r.w;
}
Vector3 Camera::project(const Vector3 &p) const
Vector4 Camera::unproject(const Vector4 &p) const
{
- float frustum_h = tan(fov/2.0f);
- float frustum_w = frustum_h*aspect;
- float z_range = clip_far-clip_near;
-
- float z = (2*clip_far*clip_near)/(p.z*z_range-(clip_far+clip_near))-matrix[14]*p.w;
- float x = p.x*-z*frustum_w-matrix[12]*p.w;
- float y = p.y*-z*frustum_h-matrix[13]*p.w;
-
- return Vector4(matrix[0]*x+matrix[1]*y+matrix[2]*z,
- matrix[4]*x+matrix[5]*y+matrix[6]*z,
- matrix[8]*x+matrix[9]*y+matrix[10]*z,
- p.w);
+ Vector4 r = invert(proj_matrix)*Vector4(p.x, p.y, p.z, 1.0f);
+ r = object_matrix*Vector4(r.x, r.y, r.z, p.w);
+ return r;
}
void Camera::apply() const
+{
+ MatrixStack::projection() = proj_matrix;
+ MatrixStack::modelview() = view_matrix;
+}
+
+void Camera::update_projection_matrix()
{
float frustum_h = tan(fov/2.0f)*clip_near;
float frustum_w = frustum_h*aspect;
float right = frustum_w*(frustum_x+1.0f);
float bottom = frustum_h*(frustum_y-1.0f);
float top = frustum_h*(frustum_y+1.0f);
- MatrixStack::projection() = Matrix::frustum(left, right, bottom, top, clip_near, clip_far);
- MatrixStack::modelview() = matrix;
+ proj_matrix = Matrix::frustum(left, right, bottom, top, clip_near, clip_far);
}
-void Camera::compute_matrix()
+void Camera::update_object_matrix()
{
Vector3 right_dir = normalize(cross(look_dir, up_dir));
- double mdata[16];
-
- mdata[0] = right_dir.x;
- mdata[4] = right_dir.y;
- mdata[8] = right_dir.z;
-
- mdata[1] = right_dir.y*look_dir.z-right_dir.z*look_dir.y;
- mdata[5] = right_dir.z*look_dir.x-right_dir.x*look_dir.z;
- mdata[9] = right_dir.x*look_dir.y-right_dir.y*look_dir.x;
-
- mdata[2] = -look_dir.x;
- mdata[6] = -look_dir.y;
- mdata[10] = -look_dir.z;
-
- mdata[12] = -position.x*mdata[0]-position.y*mdata[4]-position.z*mdata[8];
- mdata[13] = -position.x*mdata[1]-position.y*mdata[5]-position.z*mdata[9];
- mdata[14] = -position.x*mdata[2]-position.y*mdata[6]-position.z*mdata[10];
-
- mdata[3] = 0;
- mdata[7] = 0;
- mdata[11] = 0;
- mdata[15] = 1;
-
- matrix = mdata;
+ Vector4 columns[4];
+ columns[0] = Vector4(right_dir, 0.0f);
+ columns[1] = Vector4(cross(right_dir, look_dir), 0.0f);
+ columns[2] = Vector4(-look_dir, 0.0f);
+ columns[3] = Vector4(position, 1.0f);
+ object_matrix = Matrix::from_columns(columns);
+ view_matrix = invert(object_matrix);
}
} // namespace GL